In this update, we will be discussing the ruleset and mechanics being used in the IceBlink Engine. Bear in mind that this is still a work in progress and not finalized so any input or suggestions will be taken into consideration. The main focus of this project is to create a RPG platform that allows you to create your own stories in an easy and effective manner. The ruleset used needs to support story telling effectively and not overly complicate things so the ruleset will be more simple than complex.

Please feel free to leave any comments, feedback, suggestions, praise, or whatever here in this thread.

Here are the basics:

ABILITIESAll characters have four abilities that help define their character. You start with at least 10 points in each of the four abilities. You then you will be able to add points as part of the character creation screen to help customize your character. You also receive adjustments based on your characters race.

-list of skills available for this class-list of talents/spells and at what level available-hit points (hp) per level-spell/stamina points (sp) per level-skill points to spend per level-Tables: base attack bonus (BAB), fortitude(STR) save, reflex(DEX) save, will(INT) save

SKILLS (combat and non-combat)At the beginning of the game and after each level up, you will receive skill points to spend on increasing different skills. Skills are class specific (you can only use skills available to your class).

TALENTS/SPELLS (combat and non-combat)At the beginning of the game and after each level up, you will be able to choose talents or spells depending on your class. Talents and spells can be a permanent feature that works all the time, a temporary event with duration, or an instantaneous event. Talents and spells use either stamina points (sp) or spell points (sp) except for permanent talents or which do not use any points.

Pre-requisites to learn a new talent/spell: ability level, class level, other talent/spell

COMBATIn combat, each character and creature takes a turn to perform a task. When attacking, to determine a successful hit that deals out damage, you make an attack roll and compare it to the opponents Armor Class (AC). If the roll plus modifiers equals or exceeds the AC then you have successfully hit your target and then roll for damage.

To determine the order of who goes first, an initiative roll is made at the beginning of combat. The turn order is based on the highest rolls go first. This order is maintained throughout the entire encounter.

Initiative roll: 1d20 + DEX mod

That’s it for now. Thanks again for your support and comments.-The IceBlink Engine Team

I'm going to make a very flippant and casual suggestion. Instead of making your own system which very much resembles DnD, why not just use Pathfinder? I believe it's open source, so you shouldn't run into any licensing issues. Then you get a tested system that people are very familiar with.

Partly because we need a system that is simpler than Pathfinder or D&D for the time being. Also, because I want the system to be flexible and generic enough to work with multiple settings. I figure that developing our own system based on proven ideas would be the way to go for now. Someday, we may look into allowing different rulesets, but for now we need to keep it simple to avoid too much scope creep. The ruleset is not set in stone and is being influenced and shaped from discussions here on the forums.

With DMs and mod makers being prissy control freak know-it-alls, myself aside who has managed to temper genius with humility, is it possible to have the ruleset external? So that if I wanted to modify STRENGTH and call it BEEF, or change d20 into the square root of d100 divided by Pi + 42, that I could just open a file with a text editor and go crazy?

I'm extremely interested in this project as a simple RPG/Ultima 4 style toolset. It seems like a great deal of its appeal would be if it was absurdly simple and customizable. Would it be possible for Users to easily modify functions such as 'Melee Attack' or 'Ranged attack'? Or is it fixed once the engine is released?

At this point, the ruleset will not be customizeable. What you can customize is your own classes, skills, spells, feats/talents and races. At this time, the attributes will not be customizeable neither will the combat system or other aspects of the rules system. Eventually, I would like to open this up as well, but we have to start somewhere. Get it working first and then add more features in the future. If there is something in the existing system that needs to be changed (such as needing WIS or CON) let me know. Allowing customization (such as skills, classes, etc.) requires a ton of work to make sure that the program is robust enough to handle all the many ways people will try and use it. Development of the IceBlink Engine won't end with the first launch. I would like to see it continue to evolve as long as there is a community to support it.

And yeah! to the classic six attributes from me, too. It's really more of a tradition thing I guess, but I got used to that classic attribute combo. It would have worked out with four, but those six give some flexibility to flesh out different characters and spread the usefullnes a little more.